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Last update:24 June 2016

Coalition

Storyline unit.

This special vehicle has been modeled after Baserunner.

It is capable of engaging enemy units and can repair allied units.

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Later into the game, it can also deploy scanners and fire EMP projectiles.

It also has its dedicated upgrade on the technology tree.

Basic multi-task support unit.

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It can repair units, attack with long-range turrets (also airborne units!)

and play the role of aresource collection unit.

It transports resources to the Carrier or to Support Cruiser.

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collection of resources;

destroying wrecks with explosives.

It is not too mobile, but it has an AA turret.

It is perfect for scanning the area, which it does using cheap fast drones it deploys.

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Additionally, it can deploys tactical scanners (storyline only) anddefense turrets: ground and airborne.

In Skirmish/multiplayer, you use this vehicle to collect artifacts.

It is effective against long-ranged units with heavy/light armor, e.g.

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It has weak armoring and weak firepower.

An additional upside is that it takes Cu only to produce it.

Boost - it allows you to increase the velocity by 60%, for 10 seconds.

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It is perfect for approaching the enemy quickly and escaping.

Also, it makes the vehicle difficult to hit.

This vehicle has strong armoring and a firepower greater than LAVs, which it deals with perfectly.

Homeworld: Deserts of Kharak

However, due to its low speed, it is a weak unit in the case of long-range attacks.

However, thanks toSmoke Grenade,it can easily eliminate Railguns, by approaching them when they are blinded.

Smoke Grenade - smoke screen that holds for 10 seconds.

Strategically speaking, this is an excellent ability which allows you to stop the enemy units from attacking.

It can also be used to retreat from the battlefield safely.

As a result, you cannot shoot also, as you cannot see the opponent.

It has the greatest firepower of all the base units, but its firerate is not too high.

Also, it is not too accurate in movement.

Unarguably, these should be kept at the back of the army, due to weak armoring.

They pose a great threat to armored units, especially the AAV.

As a group, they are excellent against the largest cruiser vehicles.

Sunder - passive ability.

The unit hit by railgun receives a 4 pt.

It is the core airborne unit.

After they are produced, they are put in groups of 3.

After the attack, the units have to return to the Carrier to replenish fuel and ammo.

This pop in of plane is just as good against all ground targets.

Its bombs have a high yield and they are devastating.

It is best to use these for attacking previously scouted areas, or during offensive actions of ground units.

you’ve got the option to have, at most, 3 bombers at a time.

This one is a specific aircraft.

It is fast and relatively resistant, but its firepower is hilariously small.

you’ve got the option to have 2 units of this pop in, at a time.

The basic AA unit of the Coalition.

As a matter of fact, no plane flying over this unit goes any farther.

The downsides of this vehicle are low speed and no weaponry against ground units.

Mortar - an useful ability, but only when you do not own any artillery.

Mortar attacks groups of units with a relatively high force - two shells can destroy a group of AAVs.

However, hardly anybody uses these in larger quantities at a time.

Use this ability but do not rely on it too much.

Also, its cooldown leaves much to wish for.

As a matter of fact, this is the most powerful unit of this faction.

It has as much as a half of the Carrier’s health and large firepower.

In the story mode, it can be upgraded by the autorepair function.

A long range unit.

However, it takes some time for the projectile to reach its target.

Area Barrage - an attack of an exceptionally vast damage over an area.

It is perfect for engaging enemy groups by surprise.

Precision Strike - a precision long-range shot of high power.

Unfortunately - you do not get it free-of-charge.

At first sight, this unit looks as if it was stolen from Gaalsien.

It can attack effectively airborne units (after you have discovered theAnti-Aircraftupgrade).

In spite of that, this is not a standalone unit because its armor is too weak.

It harmonizes well with Battlecruisers.

Overcharge - have a go at use it in critical situations.

However, this leaves the unit completely inactive for 20 seconds.

However, note the cost of the rocket (250 Cu).

you’re able to often spot large armies traveling as protection for these vehicles.

They have also been produced by it.

Unlike Coalition, Gaalsien do not produce turrets.

Instead, Baserunner can deploy free scanners, and that over distance.

However, cooldown here is as long as 5 minutes.

Its additional function is that it can quickly heal nearby units with a pulse that needs recharging afterwards.

It has weak turrets, including AA turrets.

In the artifact harvest mode, it functions as the unit to transport them.

Deploy Scanner - deploys free scanners that expand your range of vision.

It cools down after 5 minutes.

This effect lasts 10 seconds.

In comparison with AAV, its rate of fire is lower, but its projectiles are more powerful.

Also, its cruising speed is slightly higher.

It has advantage over unarmored units.

Unlike AAV, it does not engage airborne units.

It can be easily destroyed with planes, Cruisers and Railguns.

This is the basic AA unit.

Apart from the function to eliminate planes, it does not have any special properties.

Gaalsien basic long-range unit, much faster than the Heavy model.

At the same time, its effective range and power are lower.

It can be threatened by all units, if only it is left alone with the enemy.

Dart Maneuver - this upgrade allows you to increase the cruising speed temporarily.

What sets regular Railguns apart from these are: lower movement speed and lower firerate.

Still, their projectiles are effective over longer distances and they are more powerful.

Avoid close contact with enemy units and aircraft.

Sunder -armor of the attacked unit is

The attacked unit receives a 4 pt.

penalty to the armor, for the duration of 10 seconds.

It is faster than bombers of the Coalition, but it deals AoE damage.

High armor usually allows it to reach its target even in unfavorable conditions.

you’re free to own up to 5 such units on the Carrier.

This small plane is perfect for destroying enemy units at a long range.

It does not do that well against heavily armored units (such as Battlecruisers).

An artillery unit that is excellent predominantly thanks to the EMP pulse (upgrade).

The downsides are its low mobility and low velocity of the projectile.

Artillery Barrage - an attack over vast area intended for damaging groups of enemies, preferably by surprise.

Auto-targeting - it allows you to either enable or disable auto-lock.

Disabling this ability ensures safety of your units from accidental fire.

An unique unit with large firepower over very long distance.

Do not let enemy units approach it while it is alone, because its fire rate is very low.

Although it has machine guns that engage enemy over short distance, but often this is not enough.

There is an AA system available for this unit, however this is only an option.

Its duration is 25 seconds, and 3 seconds are required to switch attacking mode.

Upsides and downsides of units - what to use to gain an edge?

Just like in any strategy here, familiarity with units is the key.

More precisely, knowing how to use them to gain advantage over the enemy.

You should be aware of basic interconnections between them:

The key to perform effective operations is good visibility.

Such planes are more difficult to hit and much cheaper to make.

The last class encompasses Cruisers.

You should treat them as reinforcement for the armies composed of base units.

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